3 Answers
3

I keep meaning to write a blog post with some details on this, but as
with many things, I usually end up coding instead. Sublime Text 2 is
almost entirely C++ (with a smattering of Objective C for Cocoa and
Python for plugins). Coding is generally fairly straight forward: code
on one platform (mostly Linux at the moment, but I switch around
frequently), and then make sure it still compiles elsewhere. Sublime
Text 2 itself uses a custom UI toolkit. There are a lot of apps where
this may not make sense, but it's not such an unreasonable choice for
Sublime Text, where I always knew that a lot of the UI controls were
going to have to be custom no matter the toolkit (e.g., the text
control and tab controls). The UI toolkit sits on top of a cross
platform abstraction layer, which is more a union of platform
functionality rather than lowest common denominator.

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– GregMar 12 '13 at 13:56

11

From the author of Sublime 2: "Sublime Text 2 itself uses a custom UI toolkit", we know it is a custom UI. And, based on the Sublime 2 libs and error messages, we can gather the "custom UI" is based on GTK (at least in part).
– 2ToadJun 1 '13 at 18:20

1

Do you, guys, think that that "custom UI" is hardware accelerated (OpenGL), or not?
– cubuspl42Nov 20 '14 at 14:48

Some post stated that he was using Direct2D on windows. Can't find the link now.
– user1596212Jun 26 '16 at 22:02

1

A few weeks ago I read on HackerNews (I think it was in the Sublime Merge release announcement) that the custom UI toolkit is based on Skia.
– baluOct 7 '18 at 4:47